Commentary, Guides, and General Posts about League of Legends from some guy named Atreties

Thursday, February 17, 2011

Patch 1.0.0.111 Commentary + the IP change is a BUG

Hey guys. League of Legends Just had a patch, so I'm giving a few comments and personal opinions on all of the new notes. Most are positive, but there are a few strange changes that I totally disagree with.

PVP.net v1.29.23

Created a new UI flow for joining games of all types

Updated the Friend List UI

Runes are now stacked in the Summoner profile

A new game mode approaches: Co-op vs. AI!

This mode pits a team of all human players against a team of all AI bots on Summoner's Rift.

This mode is supported by matchmaking, and allows summoners to join the queue solo or with friends.

Summoners may choose between two AI bot difficulty settings: Beginner or Intermediate.

IP and XP rewards are earned, and adjusted based on summoner level and difficulty setting.

The following bots are enabled for Co-op vs. AI:

Annie

Ashe

Cho'Gath

Miss Fortune

Nunu

Renekton

Ryze

Shen

Soraka

Taric

Trundle

Warwick

Coop versus AI will be available to play in the coming days after the patch goes live, but not on release day.

Extremely cool changes. I've heard rumors that the AI can actually hold their own against pretty decent players. If this turns out to be true, I might just petition that you have to beat the AI before you can Solo Queue Ranked!

The New UI is probably good, but with the fact that I had gotten so used to it, I dont really like any of it at the moment. The stackable rune pages, however, ARE AMAZING. Little things like this really needed to exist a LONG time ago

XP & IP Rate Changes

We have completely overhauled the IP and XP system in order to make it more fair. Our intention was to leave the overall XP and IP gained by players unchanged.

Previously, IP and XP were awarded for winning or losing a game. Now, they are granted based on how long the game was, and whether you won or lost.

In a long game, you will make significantly more XP and IP than before. However, in a very short game, you will make less IP and XP. We found it frustrating to be stuck in an hour long games, and then get what was effectively 30 minutes of IP reward.

When calculating the number of minutes the game took, we only award for actual game time. However, we give all games a small fixed bonus reward, which is to give you credit for time in queue and champion selection.

Other details:

We have also tweaked the formulas so that new players get larger quantities of IP in their first 10 or so levels so that they can unlock their first Champions more quickly.

First Win of the Day remains unchanged – it is still a flat bonus you will receive when you are eligible.

We removed the no-leave-streak bonus and increased the IP rewards in general to compensate. The reason we did this is because we felt that with the new LeaverBuster system, this was no longer necessary.

I fully support the IDEA of these changes. They are currently BUGGED, however, which riot has stated, and are giving less than they should. Hopefully when this is fixed, we will no longer have to deal with idiots that want to surrender and get to the next game because that will give more IP.

League of Legends v1.0.0.111Maokai, the Twisted Treant

Sap Magic (passive): Each time a champion near Maokai casts a spell, he gains a charge of Magical Sap. When he has 5 charges, Maokai's next melee attack drains energy from his target, healing him for a percentage of his maximum HP.

Arcane Smash: Maokai slams the ground, the force of which knocks nearby enemies back and sends an arcane shockwave forward, damaging and slowing his enemies.

Twisted Advance: Maokai dissolves into a cloud of arcane energies. He regrows near a target enemy, dealing damage and rooting it in place.

Sapling Toss: Maokai hurls a sapling, dealing damage on impact. The sapling becomes implanted in the ground, warding a nearby area. When enemies approach, the sapling attacks, exploding in an arcane blast that damages enemies.

Vengeful Maelstrom (ultimate): Maokai shields his allies by drawing power from hostile spells and attacks, reducing non-tower damage done to allied champions in the area. Maokai can prolong the effect as long as he has mana to spend on it. When the effect ends, Maokai unleashes the absorbed energy to deal damage to enemies within the vortex.

This guy seems extremely fun. I havent been able to buy him due to the store being offline, but it seems like his Sapling toss is the way to go. It does a LOT of damage. His W seems pretty good too, but the rest of his abilities seem meh including his passive.

Akali

Fixed a bug where the sound of Mark of the Assassin could persist after her target died

Rebirth now always shows the passive in the passive slot, and an additional buff in the buff bar with the current status (ready, active, or on cooldown)

The nerf to Amumu's jungling ability with the MR change to jungle creeps was a bit much, and that is how this helps him the most. That said, this champion is COMPLETELY overpowered and is still permabanned in ranked. His ult is simply too strong and probably always will be. My best friend plays Amumu a lot, so this will probably help me more than hurt me, regardless.

I don't care what anyone says, the Anivia nerf was 100% needed. R > E costed basically no mana and did WAY too much damage for being such a skillless, impossible to dodge combo. Also, her passive is still one of the best in the game.

Dr. Mundo

Fixed a bug where Infected Cleaver's PvP.net description was incorrect

Fiddlesticks

Base magic resistance reduced to 30 from 35

Irelia

Fixed a bug where the Transcendent Blades cooldown tooltip was incorrect

No longer deals damage per tick and deals 60/95/130/165/200 damage up front (down from 80/120/160/200/240 over the duration)

Ability power ratio changed to a flat .6 from .4/.6/.8/1/1.2 (depending on snare duration)

Now deals 5% of Ryze's maximum mana in bonus damage

Cast range increased to 625 from 600

Duration reduced to 1/1.25/1.5/1.75/2 from 1.2/1.5/1.8/2.1/2.4

Spell flux

Ability power ratio per hit reduced to .35 from .38

Cooldown increased to 14 from 9

Mana cost reduced to 60/75/90/105/120 from 60/80/100/120/140

Cast range increased to 675 from 625

Base damage reduced to 50/70/90/110/130

Desperate Power

No longer grants ability power but now grants 15% spell vamp

Area of effect damage percentage reduced to 50% from 65%

Cooldown changed to 70/60/50 from 50/50/50

Duration changed to 5/6/7 from 8

Now grants a passive 75/150/225 mana

General

Reduced base magic resistance to 30 from 35

Fixed a bug where Ryze's base mana regen did not get updated properly during the previous patch's revamp

Holy ryze changes!!! So I am not 100% sure how this will work out, but it looks like this wasn't a good change for ryze overall. The spellvamp is worthless, the base damage on Spell Flux demolished his laning phase, the cooldown hurts a lot too. Overall, I think he's actually weaker. The range changes may prove me wrong, however.

Fixed a bug where Turrets would sometimes idle while Vladimir was pooled

Fixed a bug where Sanguine Pool would occasionally not properly draw aggro upon exiting his pool

Zilean

Base magic resistance reduced to 30 from 35

Sivir got a small nerf, especially to her farming, which was a bit much. No complaints wither way. Its pretty minor.

I mained vlad for a long time, I have a 2:1 W/L with him in ranked, and he's my most played in ranked so when i say this, believe it: Vlad has been OP since the moment he was released, and he will continue to be after this patch.

Items

Fixed a bug where Vampiric Scepter improperly showed it could build into Malady

Sight Wards and Wriggle's Lantern wards now have a green top

Vision Wards now have a pink top

Doran's Shield

Fixed a bug where it said it provided 9 armor but actually provided 8

Armor increased to 10 from 8

Health regen per 5 seconds reduced to 8 from 10

Frozen Heart

Combine cost reduced to 650 from 800

Cooldown reduction decreased to 20% from 25%

Glacial Shroud

Combine Cost reduced to 425 from 575

Cooldown reduction decreased to 15% from 20%

Ionian Boots of Lucidity cost increased to 700 from 550

Quicksilver Sash magic resistance increased to 56 from 48

Randuin's Omen cooldown reduction decreased to 5% from 8%

Spirit Visage cooldown reduction decreased to 10% from 12%

Soul Shroud cooldown aura reduced to 10% from 15%

New Item: Morello's Evil Tome

Builds out of Fiendish Codex and Blasting Wand (Total Cost of 2350)

+75 ability power

+12 mana regeneration per 5

UNIQUE passive: 15% cooldown reduction

The CDR changes are actually fine. I don't like the fact that they are nerfing Soul shroud so hard, however. The item was barely gotten, and you basically had to beg a support to pick one up. I'm not a big fan of nerfing selflessness.

The new item has been needed forever. Finally a caster option for CDR that isn't DFG!!!Its still probably worse than DFG on most hero's, however. Time will tell.

The Shields adding to health bars is really weird. I think I like knowing how much they are given, but at the same time, the fact that shields didn't give a health indicator helped those who used them. Now, people will know just how much to focus you.